Poppy Playtime is a well-known horror game filled with puzzles at each stage. Each new DLC adds fresh lore to uncover and more puzzles to solve, and Safe Haven DLC represents the fourth chapter in this series. With challenges lurking around every turn, here’s a comprehensive guide to help you navigate the Playtime Co. Factory in Poppy Playtime.
Poppy Playtime Chapter 4 Complete Walkthrough – All Codes and Puzzle Solutions
In the fourth update, we’re introduced to a unique animatronic character named Doey the Doughman, who can be found within the Safe Haven DLC expansion. At first glance, he may appear friendly, but further exploration reveals deeper secrets about him.
Prison Entrance
Starting Chapter 4 of Poppy Playtime, Poppy will lead you on a journey into the heart of the Playtime Co. Factory. Upon arrival, you’ll encounter a tiny riddle you must unravel before moving forward; here’s a hint for its solution:
(Hint: The answer lies in the arrangement of the factory’s machinery.)
- Move forward, climb the stairs on the right, and then position yourself on top of the blue boxes.
- Aim at the swing bar on the ceiling, and press the left click. Then sprint and jump to land on the other box.
- Once there, look to your right and you’ll spot the battery on the far corner. Aim at it then left-click twice to pick it up.
- Swing back and place the battery on the door to open it.
As a gamer, when I’ve swung open the door with my trusty blue-gloved hand, I gotta keep moving forward until I reach that massive, sunny yellow barrier. That’s right, that’s the gate I’m talking about, held together by a sturdy rope. But don’t worry, when it’s time to move on, I can easily take care of that with my Flare glove, turning that rope into ash.
Once you navigate past the piles of discarded playthings, you’ll arrive at the large prison entrance. As you draw near, the gate will automatically secure itself, and your mission will shift to locating an alternate entry within the prison. Here’s a guide on how to do so:
After making your way through the accumulation of abandoned toys, you’ll end up at the towering prison gates. As you get closer, the gate will automatically lock down, and your task will change to finding another entrance inside the prison. Here’s a hint on how to locate it:
- When you stand in front of the gate, a toy critter will appear behind you. Burn it with your flare gun, then proceed to move back.
- Look towards the left, and you’ll see a heap of toys. Move towards the corner, and then climb the heap.
- You’ll see a broken door underneath the light, leading into the prison. Follow the path, till you stumble upon the jump pads.
- Sprint towards the jump pads then press right-click with your purple glove to jump across the platforms. Do it twice, then carefully cross the narrow ledge to enter the prison.
After crossing the platforms, continue along the path until you come across another point where you can proceed further. There, you will encounter an entrance bar, which will lead you inside the prison.
Once you’re inside, initially locate the key to start the train, and once that’s done, your true voyage for Chapter 4 commences. Here’s a simple breakdown of the steps:
1. Find the key.
2. Start the train.
3. Begin the journey in Chapter 4.
- Drag the boxes on the other side of the room using your blue boxes. Push them against the container to climb them, and reach the hanging container.
- Inside the hanging container, you’ll find a Key. This key opens the Locked Room near the area’s entrance.
- Open the room, then attach your blue glove to the power source. Drag the charged wire towards the two electric poles outside.
- Once both the electric poles are charged, attach your purple glove to the power outlet on the train. The moment you do that, the door of the big blue container will open.
Step inside the blue storage box, and the door will close on its own. Once there, you’ll meet a character known as The Doctor, who will keep an eye on you during this section.
Prison Escape and Red Gas Trap
Upon awakening, I found myself in a prison cell. My mission now becomes an escape from this confinement. However, it won’t be easy. Here are the steps I must follow to make any headway:
1. Search my surroundings thoroughly for hidden objects or clues that may aid me in my escape.
2. Communicate with other inmates if possible; they might have useful information or items I can utilize.
3. Look for weaknesses in the prison’s structure, such as loose bricks, broken windows, or faulty locks.
4. Use any tools or objects I find to help me bypass security measures and gain access to restricted areas.
5. Remain vigilant at all times; guards patrol the halls frequently, and any suspicious behavior could lead to trouble.
6. Keep a low profile and avoid drawing attention to myself unless it’s absolutely necessary for my escape.
7. Once I have a plan, execute it quickly and decisively, ensuring that I have a way out if things go wrong.
8. Stay determined; the road may be long and treacherous, but freedom awaits on the other side.
- Follow the path till you reach the white area. Look up and you’ll see a Swing Bar. Grapple it with your Blue Glove, and hold the left-click to climb up.
- Once up, proceed forward till you see a broken vent. From there, use your Blue Glove to open the Big Blue Door on the lower floor.
- Once opened, go back and downstairs to the prison cell. Open the unlocked door, and jump down through the hole in the ground.
- Burn the critter with a flare, then proceed toward the end of the corridor. Open the second last door, and get rid of the wooden panels with your blue glove.
- Crouch and move to the other cell, then into the next room. There you’ll find the Red Glove, that will allow you to open security doors.
Once you acquire that item, step outside the room, as a horde of creatures will assault you there. To fend them off, keep shutting the doors. This should keep them at bay for approximately a minute before they retreat. If needed, fire some flares to scare them away temporarily.
1. Continue along the hallway.
2. Ascend the stairs when you reach them.
3. Upon reaching, you will be in a control room.
4. The code to input is 3255. This action should open the exit door at the end of the corridor.
5. Lastly, follow these steps for what comes next:
- Keep following the path till you reach another control room. Unlock the first door using your blue glove.
- Then go to the unlocked area to find the Access Card. Use the Access card at the table to open another door.
- When the next two doors open, you’ll find yourself in another corridor. Keep following the path till you find a stone blockage.
You’ll need to squat or bend low to navigate through the obstacle. Keep in mind, this is a crucial part of the game. Make sure you execute the subsequent moves swiftly.
As you progress along the hallway, be aware that the Doctor is about to release a toxic red gas. This gas will initially cause confusion, and if not addressed promptly, could lead to your demise. Here’s what you can do to counteract it:
* Find the source of the gas and try to isolate or neutralize it.
* Use any available protective equipment to shield yourself from the gas.
* If possible, evacuate the area immediately and seek fresh air.
* Inform others in the vicinity about the hazard so they can also take necessary precautions.
* Call for help from emergency services or a trusted authority figure if needed.
- Look down, and you’ll see broken bars around the steel cage. Use your Blue Glove to break those bars and jump down.
- You’ll see then see a massive red pipe leaking the gas. Don’t go near it. Instead, run towards the end of the corridor, remove the wooden panels, and go left into the crack.
- Keep running till you reach the room at the end. There, you’ll find a table with a Valve wheel, on the right. Pick it up using your Glove.
- Carry the wheel and run back. This time, slide through the crack on the left (not the one through which you came). Then crouch through the steel cage to make it to the leaking pipe.
- Place the wheel on the pipe and turn it to stop the gas from leaking. This isn’t the end though.
- Quickly unlock the door by using your glove and head upstairs towards another control room.
Inside, you’ll encounter a mysterious riddle that needs solving. After deciphering it, use the provided code to disperse the reddish gas which currently fills the jail.
On this occasion, input the code “3642” and the gas will dissipate. Consequently, the pressure will escalate to a critical level, causing the left-side glass to shatter. Here’s your next step:
Or more concisely:
To proceed, enter code 3642. This action will release the gas, increasing the pressure until the left glass breaks. Your next move follows:
- Go through the broken glass. Follow the path till you see a jump pad at the end of the room. Sprint towards it and use your purple glove to jump up.
- Follow the path till you find another puzzle. This time, drag the blue boxes under the closing gates. Make sure a big box is under every shutter, not the small ones.
- Then, attach your gloves to the panel in each room. When you attach both of them, the door in the middle will open.
This will guide you to a laboratory, where The Doctor will acquaint you with Yarnby, not the harmless one, but the perilous one. This encounter will subsequently take you to the next phase of surviving against Yarnby.
Surviving Yarnby And Meeting Doey
After Yarnby vanishes, locate the panel on the left side and insert the battery into the corresponding slot on the right to unlock the hidden door ahead in this section of the story. Here’s a guide for your progression:
1. Find the panel located on the left side.
2. Insert the battery into the correct slot positioned on the right.
3. The hidden door will now be accessible, allowing you to advance to the next part of the chapter.
- Follow the path and you’ll reach a storage room. There, Yarnby will be hunting for you. Crouch the entirety of the time.
- Make it across the first section and wait for Yarnby to move onto the left side of the room (when it starts to burn).
- Once there, grab the swing bar above the vent on the right and start climbing. Be quick as Yarnby will try to attack you when you reach up.
- When you reach the next room, Yarnby will be there too. Wait for it to turn its back, and make a run for it.
After assuming a low stance, take cover and wait patiently until Yarnby departs. Upon his departure, advance cautiously until you come across Pianosaurus, and then observe as Doey consumes him.
Reaching Safe Haven
After meeting Doey the Doughman, your mission becomes following him, since the two of you are heading towards the Safe Haven. Upon reaching there, you’ll find a locked gate that needs solving. Here’s a guide to help you solve the puzzle:
- Pick up the chain hooks that are attached to the wall with your glove. Then hook them on the door handle.
- There are four hooks, so you need to attach two to each door handle. Then you have to attach the levers beside the chain.
- One lever is already attached, two of them are lying on the floor nearby and one of them is on the top of the Blue Tower inside a locker.
- Enter the code 3021 to unlock the Locker and get the fourth lever. Once attached, flip all four levers using your Glove to open the door.
After navigating the halls, you’ll encounter another challenge that requires arranging gears correctly to unlock the following section.
The gear combination riddle stands as your final challenge on the path to Safe Haven. Here’s a guide to solving it:
The gear combo enigma is the last obstacle between you and Safe Haven. This is how to crack the code:
- The first gear is located on the steel shelf on the left when you enter the maze from the left gate.
- The second gear is located behind the two stacks of blue boxes in the right corner when you enter the maze from the center gate.
- The third gear is located on another steel shelf, at the center of the maze.
- Once you have all three gears, arrange them in the combination shown in the picture (biggest gear in the center and the two medium ones on the two ends).
Finding The Doctor And Killing Yarnby
Following my resolution of the preceding conundrums, I find myself accompanied by Poppy, who miraculously appears to aid me. Then, under the guidance of Doey, I embark on a mission to locate The Doctor and retrieve his Omni-hand – a crucial artifact that holds the key to liberating all the captive toys.
Once you enter the Infirmary, you’ll encounter a series of challenges that begin with a puzzle involving an electric pole. To solve it, here’s what you need to do:
(or)
Upon entering the Infirmary, you’ll come across a set of problems, the first one being an electric pole riddle. Here’s the solution for it:
- Pull the Mine Cart at the left-most corner with a dead body to the first red-light station. That will unlock the second gate.
- Then pull the electric pole cart to the next red-light station till it turns green and unlock the third gate.
- Finally, pull the second electric pole to the third red-light station till it turns green. Then attach your blue glove to the generator marked ‘1’.
- Wrap the electric wire across the two poles and then attach the purple glove to the socket marked ‘2’ beside the gate to unlock it.
Inside, you’ll encounter a new set of challenges ahead, all centered around wires and electrical current. Here are the details for each challenge and solutions to help guide you through them:
1. The Faulty Circuit: A light bulb is not lighting up as expected in one part of the circuit. You’ll need to locate the damaged wire causing the short circuit and replace it with a new one.
2. Electrical Puzzle: This puzzle involves manipulating switches, fuses, and wires to create an uninterrupted electrical pathway. The goal is to light up all the bulbs in sequence, starting from the first switch.
3. The Power Maze: In this maze-like setup, you’ll find various power sources and switches. Your task is to guide a small robot through the maze while ensuring it collects energy from the power sources along the way. The challenge lies in figuring out the correct path for the robot to follow.
4. Wire Jigsaw: In this puzzle, you’ll need to connect the loose wires to their corresponding color-coded terminals on a circuit board without any errors. Use your knowledge of circuits and color recognition skills to solve this puzzle.
- Follow the corridor till you reach the first computer with a cable coming out of it. Activate it to open up the next door and proceed.
- Do note that you’re being pursued by Yarnby here, so do not sprint as it will attract him to you. Then proceed inside to start the next objective.
- Flip the lever with the computer, and then make your way to the Handscanner machine. Two of them are located on the bottom floor and one of them is at the end of the room, opposite the entrance.
To get things moving, press the switch on the machine situated within the cavern. You’ll find a button nearby that will unlock the following door. Proceed through that door to reach the subsequent machine. There, you should pull the lever and grab the Access Card.
As I tread along the path, I’ll eventually reach a point where my goal transforms into a mad dash. I’ve got to give it everything I’ve got and run like the wind! Hot on my heels is this relentless foe, Yarnby. In the end, I’ll have to use every ounce of skill to grapple and leap across the flames, hoping to take down Yarnby once and for all.
Killing The Doctor And Frozen Gas Trap
Following Yarnby’s departure, your primary focus should shift to eliminating The Doctor. To accomplish this, first, navigate towards and climb up the path near the next room using parkour and dragging the Blue Boxes as needed. In that location, you’ll encounter Doey who will provide information about the Frozen Pipes. Here’s a strategy for handling them:
1. Identify the frozen pipes in the area.
2. Locate the pipe valves or any control mechanisms nearby.
3. Activate the controls to thaw the frozen pipes, ensuring they no longer pose a threat to your mission.
- When you enter the next room, you’ll see multiple pipes leaking freezing gas. These will slow you as well as hurt you upon getting close.
- First, trigger the slider on the pipe to close it. Then, shoot your glove through the gas to turn the valve of the second pipe.
- Following the path, you’ll end up in a morgue-like experimentation room, where The Doctor has another quick-time trap set for you.
Here’s a strategy for escaping the Doctor’s frozen gas predicament:
a. Cover your nose and mouth with any available material (such as clothing or a scarf) to protect yourself from inhaling the gas.
b. Move away from the door and find an area with fresh air as quickly as possible.
c. Once you’ve moved to a safe location, wait for the frozen gas to dissipate before attempting to leave the room or building.
- First, turn around and open the compartment marked ‘2’. There you will find a spare Battery.
- Pick up the battery with your right glove and place it behind the Saw machine kept above.
- Once the Saw starts, pull it towards the other side with your right glove to cut the attached Blue Glove.
- Then, pick up the Blue Glove lying on the floor with your right glove, and take it to the Scanner in the ‘Temperature Control’ area. That will stop the gas and open the door.
- Then pull out the plug on the ‘Temperature Control’ and place it in the socket area inside the red room (the one with the organ).
Breaking the glass not only occurs there but also unlocks the door located at the far end of the room, leading you towards the next challenge involving the red gas.
To learn more about Poppy Playtime, take a look at the walkthrough for Chapter 3 or explore all characters from Chapter 3 on GamerTop.
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2025-01-30 21:53